Author: Ryan Paddy (---.net.nz)
Date: 04-10-2003 16:00
Flip reminds me of Risus or OtE. It might benefit from the Equipment rule from Risus - if you don't have important equipment with you (like a sword for fighting, or a lockpick for picking locks) your stat is halved, or at -1, or something.
I agree with Mr Teapot that it would be nice to do it without re-rolls or re-flips, and certainly without GMs. But I don't see why GMs are required for your system, so long as the players are mature. It would also be nice to do it without dice or coins, although I can see these are handy for randomising unopposed actions.
The problem with the "escape" round is that the chance of a person with a lower trait winning is almost negligible. If you've got even stats, you've got a 25% chance of winning. If the other person has a stat that is 1 point higher, you've only got a 6% chance of winning. If it's 2 higher, you're down to under 2% chance of winning. That's beyond grainy, it's downright bouldery.
DOING IT MY WAY:
Here's an alternative. Those of you who come out in hives at the thought of rock-papers-scissors in live games should look away now.
CHARACTERS: Traits rated 1-5, where 2 is average. Every player also gets a number of "energy" or "story" or "whatever" points. About 3 points per character per 3 hour event.
START OF COMBAT ROUND: Compare stats. Each player has the option to spend 1 point and increase their stat by 1 for that combat.
COMBAT: You RPS. If you win, you win. If you both go scissors or something, the person with the higher stat (including story point if any) wins. If you draw and you've got even stats, it's a standoff. In a standoff either side has the option to run away, but if they don't run away they go back to start of combat round and may spend a story point again.
UNOPPOSED ACTIONS: Compare your stat to the difficulty rating, must be equal or higher. You can spend a story point to succeed if you're stat is 1 lower than the difficulty. You might be able to spend 2 points.
STATISTICS: In an even match, it's 33% chance of either side winning. If the stat difference is 1, the player with the advantage has a 66% chance of winning. Unless the other person spends a point and the person with the advantage doesn't, in which case it's back to 33%. If the difference is 2, the lower player has to spend a point to have a 33% chance of winning, assuming the other player doesn't spend a point which would rule out any chance of the lower player winning. If it's a difference of 3 or more, the lower player can kiss their ass goodbye.
GOOD STUFF: Doesn't require dice or coins. Most combats resolved in 1 round. There is a possibility of standoff/fleeing. People like having resources to spend, it allows them to affect the issues that matter most to them.
BAD STUFF: No randomness to the unopposed actions. If you don't like RPS, you won't like it.
Ryan
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